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Public ObjectivesNegotiate Trade Routes (1 VP): Spend 5 Trade Goods.Corner the Market (1 VP): Control 4 planets that each have the same planet trait.
3 Stage I Objectives and 5 Stage II Objectives remain in the deck.

- Flagship: Fourth Moon: Combat Value 7 (x2), Movement 1, Carry Capacity 3. Sustain Damage. Other players' ships in this system cannot use Sustain Damage.
- Racial Technology: Salvage Operations (Yellow, requires 2 Yellow): After you win or lose a Space Combat, gain 1 Trade Good. If you won the combat, you may also produce 1 ship in that system of any ship type that was destroyed during the combat.
- Racial Technology: Mirror Computing (Yellow, requires 3 Yellow): When you spend Trade Goods, each Trade Good is worth 2 resources or influence instead of 1.
- Ambush: At the start of Space Combat, you may roll 1 die for each of up to 2 of your Cruisers or Destroyers in the system. For each result equal to or greater than that ship's combat value, produce 1 hit; your opponent must assign it to one of his ships.
- Pillage: After 1 of your neighbors gains Trade Goods or resolves a transaction, if he has 3 or more Trade Goods, you may take 1 of his Trade Goods or Commodities.
- Racial Promissory Note: Promise of Protection: Action: Place this card faceup in your play area. While this card is in your play area, the Mentak player cannot use his "Pillage" faction ability against you. If you activate a system that contains 1 or more of the Mentak player's units, return this card to the Mentak player.

- Racial Unit: Hybrid Crystal Fighter (Fighter): As Fighter, but Combat Value 8.
- Flagship: Matriarch: Combat Value 9 (x2), Movement 1, Carry Capacity 6. Sustain Damage. During an invasion in this system, you may commit Fighters to planets as if they were ground forces. After combat, return those units to the space area.
- Racial Technology: Hybrid Crystal Fighter II (unit upgrade, requires 1 Green and 1 Blue): As Fighter, but Combat Value 7, Movement 2. Does not need to be Carried; each Fighter in excess of your ships' Capacity counts as 1/2 of a ship against your Fleet pool.
- Racial Technology: Neuroglaive (Green, requires 3 Green): After another player activates a system that contains 1 or more of your ships, that player removes 1 token from his Fleet pool and returns it to his reinforcements.
- Telepathic: At the end of the Strategy Phase, place the Naalu "0" token on the Strategy Card; you are first in initiative order.
- Foresight: After another player moves ships into a system that contains 1 or more of your ships, you may place 1 token from your Strategy pool in an adjacent system that does not contain another player's ships; move your ships from the active system into that system.
- Racial Promissory Note: Gift of Prescience: At the end of the Strategy Phase: place this card face up in your play area and place the Naalu "0" token on your Strategy Card; you are first in initiative order. The Naalu player cannot use his "Telepathic" faction ability during this game round. Return this card to the Naalu player at the end of the Status Phase.

- Flagship: Arc Secundus: Combat Value 5 (x2), Movement 1, Carry Capacity 3. Sustain Damage, Bombardment 5 (x3). Other players' units in this system lose Planetary Shield. At the start of each space combat round, repair this ship.
- Racial Technology: L4 Disruptors (Yellow, requires 1 Yellow): During an Invasion, units cannot use Space Cannon against your units.
- Racial Technology: Non-Euclidean Shielding (Red, requires 2 Red): When 1 of your units uses Sustain Damage, cancel 2 hits instead of 1.
- Munitions Reserves: At the start of each round of Space Combat, you may spend 2 Trade Goods; if you do, you may reroll any number of your dice during that combat round.
- Armada: The maximum number of non-Fighter ships you can have in each system is equal to 2 more than the number of tokens in your Fleet pool.
- Racial Promissory Note: War Funding: At the start of a round of Space Combat: The Letnev player loses 2 Trade Goods. During this combat round, reroll any number of your dice. Then, return this card to the Letnev player.

- Flagship: Hil Colish: Combat Value 5, Movement 1, Carry Capacity 3. Sustain Damage. This ship's system contains a Delta wormhole. During movement, this ship may move before or after your other ships.
- Racial Technology: Dimensional Splicer (Red, requires 1 Red): At the start of Space Combat in a system that contains a wormhole and 1 or more of your ships, you may produce 1 hit and assign it to 1 of your opponent's ships.
- Racial Technology: Wormhole Generator (Blue, requires 2 Blue): At the start of the Status Phase, place or move a Creuss wormhole token into either a system that contains a planet you control or a non-home system that does not contain another player's ships.
- Quantum Entanglement: You treat all systems that contain either an Alpha or Beta wormhole as adjacent to each other. Game effects cannot prevent you from using this ability.
- Slipstream: During your Tactical Actions, apply +1 to the movement value of each of your ships that starts its movement in your home system or in a system that contains either an Alpha or Beta wormhole.
- Creuss Gate: When the board is created, the Creuss Gate is placed where your home system would normally be placed. The Creuss Gate system is not a home system; your home system is placed in your play area.
- Racial Promissory Note: Creuss IFF: At the start of your turn during the Action Phase: Place or move a Creuss wormhole token into either a system that contains a planet you control or a non-home system that does not contain another player's ships. Then, return this card to the Creuss player.

- Flagship: Salai Sai Corian: Combat Value 7 (x?), Movement 1, Carry Capacity 3. Sustain Damage. When this unit makes a combat roll, it rolls a number of dice equal to the number of your opponent's non-Fighter ships in this system.
- Racial Technology: Lazax Gate Folding (Blue, requires 2 Blue): During your Tactical Actions, if you do not control Mecatol Rex, treat its system as if it contains both an Alpha and Beta wormhole. Action: If you control Mecatol Rex, exhaust this card to place 1 Infantry from your reinforcements on Mecatol Rex.
- Racial Technology: Hegemonic Trade Policy (Yellow, requires 2 Yellow): Exhaust this card when 1 or more of your units use Production; swap the resource and influence value of 1 planet you control until the end of your turn.
- Blood Ties: You do not have to spend influence to remove the Custodians token from Mecatol Rex.
- Reclamation: After you resolve a Tactical Action during which you gained control of Mecatol Rex, you may place 1 PDS and 1 Space Dock from your reinforcements on Mecatol Rex.
- Racial Promissory Note: Acquiescence: At the end of the Strategy Phase: Exchange 1 of your Strategy Cards with a Strategy Card that was chosen by the Winnu player. Then, return this card to the Winnu player.

- Racial Unit: Exotrireme (Dreadnought): As Dreadought, but Bombardment 4 (x2).
- Flagship: C'morran N'orr: Combat Value 6 (x2), Movement 1, Carry Capacity 3. Sustain Damage. Apply +1 to the result of each of your other ships' combat rolls in this system.
- Racial Technology: Valkyrie Particle Weave (Red, requires 2 Red): After making combat rolls during a round of Ground Combat, if your opponent produced 1 or more hits, you produce 1 additional hit.
- Racial Technology: Exotrireme II (unit upgrade, requires 2 Blue and 1 Yellow): As Dreadnought, but Movement 2, Bombardment 4 (x2). This unit cannot be destroyed by "Direct Hit" action cards. After a round of Space Combat, you may destroy this unit to destroy up to 2 ships in this system.
- Unrelenting: Apply +1 to the result of each of your units' combat rolls.
- Racial Promissory Note: Tekklar Legion: At the start of an Invasion Combat: Apply +1 to the result of each of your units' combat rolls during this combat. If your opponent is the N'orr player, apply -1 to the result of each of his unit's combat rolls during this combat. Then, return this card to the N'orr player.

I sure would like to temporarily take control of Tequ'ran just to fulfill the "4 planets" objective, after which you can have it. In exchange, I can give you my racial promissory which would allow you to plop down a wormhole token in any of your systems. This would let you sneak attack someone leap ahead and claim Quann ahead of schedule.

A wormhole in Saudor or Letnev homeworld wouldn't do me any good. No way am I reaching the top left A wormhole. I'm also not going to be researching Wormhole Generator anytime soon. Too many other techs I need ASAP.

I'll throw this up in the air then if Letnev isn't interested. How about it, Winnu? Would you like to trade for my racial promissory? Slap a wormhole on your system, and you could reach Mecatol next turn through Quaan. I'll take your Trade note for that.

Let no one say that the Ghosts aren't generous in not offering a hand to the handicapped races!

The Creuss promissory note is a really funny one. It doesn't fit the pattern of giving another player power (potentially with a minor drawback for the race that have it). I think I said it in the last game but it seems that beyond a few edge cases it has negative value as far as I can tell.

Still probably more interesting than my "let somebody else stop you winning" card

Winnu will get to Mecatol next turn anyway. Though I suppose your trade would save them 1 TG/resource

They will? Am I missing something? Their carriers can still only move 2 with the gravity drive. Are we talking if they take carrier II or Warfare? Remember that they pick strategy last next round, so it's extremely risky banking on getting the card they want.

Winnu will get to Mecatol next turn anyway. Though I suppose your trade would save them 1 TG/resource

They will? Am I missing something? Their carriers can still only move 2 with the gravity drive. Are we talking if they take carrier II or Warfare? Remember that they pick strategy last next round, so it's extremely risky banking on getting the card they want.

All they need to do is play the Tech secondary and get Carrier II. They don't have to bank on anything.

The Creuss promissory note is a really funny one. It doesn't fit the pattern of giving another player power (potentially with a minor drawback for the race that have it). I think I said it in the last game but it seems that beyond a few edge cases it has negative value as far as I can tell.

Still probably more interesting than my "let somebody else stop you winning" card

A wormhole in Arinam wouldn't help me at all or compromise them against me. I could just move there normally without it.

If you're worried about others, I could add to the deal that immediately after you use my racial note, I'll give it to you again so you can move the wormhole away.

The Creuss promissory note is a really funny one. It doesn't fit the pattern of giving another player power (potentially with a minor drawback for the race that have it). I think I said it in the last game but it seems that beyond a few edge cases it has negative value as far as I can tell.

Still probably more interesting than my "let somebody else stop you winning" card

The Naalu racial promissory is great. It's highly desirable at many times to other players, making it easy to sell. And there will definitely be rounds where going first is not particularly important to you, so there will be little to no negative impact of another player using it.

The Creuss promissory note is a really funny one. It doesn't fit the pattern of giving another player power (potentially with a minor drawback for the race that have it). I think I said it in the last game but it seems that beyond a few edge cases it has negative value as far as I can tell.

Still probably more interesting than my "let somebody else stop you winning" card

The Naalu racial promissory is great. It's highly desirable at many times to other players, making it easy to sell. And there will definitely be rounds where going first is not particularly important to you, so there will be little to no negative impact of another player using it.

The Naalu have no control over when they use it though. I'm not sure I would ever, ever sell it. It would have to extract a ridiculously high price, maybe even to the level of the Muaat warsun note.

Winnu will get to Mecatol next turn anyway. Though I suppose your trade would save them 1 TG/resource

They will? Am I missing something? Their carriers can still only move 2 with the gravity drive. Are we talking if they take carrier II or Warfare? Remember that they pick strategy last next round, so it's extremely risky banking on getting the card they want.

All they need to do is play the Tech secondary and get Carrier II. They don't have to bank on anything.

Well, with my offer they won't have to take carrier II or worry about timing issues next round as they hold off until the Tech strategy holder (not them) decides to use it. Carrier II isn't going to do Winnu any good once they claim Mecatol, so my offer lets them get a more helpful tech instead.

The Creuss promissory note is a really funny one. It doesn't fit the pattern of giving another player power (potentially with a minor drawback for the race that have it). I think I said it in the last game but it seems that beyond a few edge cases it has negative value as far as I can tell.

Still probably more interesting than my "let somebody else stop you winning" card

The Naalu racial promissory is great. It's highly desirable at many times to other players, making it easy to sell. And there will definitely be rounds where going first is not particularly important to you, so there will be little to no negative impact of another player using it.

There is a huge negative impact in that it's likely to be sat on until late game when it is played to claim objectives first /make sure I don't and directly allow another player to win /stop me winning

The Creuss promissory note is a really funny one. It doesn't fit the pattern of giving another player power (potentially with a minor drawback for the race that have it). I think I said it in the last game but it seems that beyond a few edge cases it has negative value as far as I can tell.

Still probably more interesting than my "let somebody else stop you winning" card

The Naalu racial promissory is great. It's highly desirable at many times to other players, making it easy to sell. And there will definitely be rounds where going first is not particularly important to you, so there will be little to no negative impact of another player using it.

The Naalu have no control over when they use it though. I'm not sure I would ever, ever sell it. It would have to extract a ridiculously high price, maybe even to the level of the Muaat warsun note.

I sold it multiple times in a face-to-face game I won as Naalu. I didn't sell it cheap, but nowhere near the price the Muaat note can bring in.

While we're on the topic of promissory notes. Here are my thoughts on the ones we've got here, which probably reveal too much about my thinking, but eh, I like talking about the game

The Naalu Collective: As I said, to me this one has a huge downside if traded away as it allows the holder to prevent Naalu claiming objectives first (Which I'd argue is their key ability) and/or allow themselves to claim first on a round when they will get to 10 winning the game. It just feels like a dirty kingmaking thing when it clearly isn't intended as such. You could try to set up a non-binding deal alongside it to get people to play it next round but that's a risk
The Barony of Letnev: The 2TG hit seems steep and I think the main use would be to deduct trade goods from the Letnev rather than get the combat rerolls. It needs the Letnev player to manage that risk either by keeping their TGs low and having a good view of when it might be used (or again a non-binding deal to use only when TGs are low)
Sardakk N'orr: A fairly simple one. Probably one that I'd argue is worth just pitching to your next but one neighbours occasionally if they aren't in a position to threaten you personally.
The Ghosts of Creuss: As I said, this is one that the Creuss player needs to orchestrate the use of as it benefits them the most, which requires at least two transactions making it more complicated. I can imagine a few situations where it might be handy, but it's a bit of a perfect storm thing. Unless they've gone down the tech path where they are moving the token themselves, then you can use it to stall them out a bit.
The Mentak Coalition : This is purely a good one in terms of it discouraging another player from attacking you. Probably one to deploy once you're neighboured with almost every player so that you are still getting a pillage income
The Winnu: The personal hit you could take from having another player take your strategy card makes this a tough one to find a price point on. For the buyer the note doesn't guarantee them anything either

I think generally while I really like the mechanic of the racial notes it feels that most of the ones in the game are a bit lackluster and needed another round of playtesting and tweaking.